mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 15:37:20 +00:00
553 lines
18 KiB
C++
553 lines
18 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2019
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*/
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#include "MovingPlatformComponent.h"
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#include "BitStream.h"
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#include "GeneralUtils.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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#include "dLogger.h"
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#include "GameMessages.h"
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#include "CppScripts.h"
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#include "SimplePhysicsComponent.h"
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#include "CDClientManager.h"
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#include "CDMovingPlatformComponentTable.h"
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#include "Zone.h"
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//------------- PlatformSubComponent begin --------------
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PlatformSubComponent::PlatformSubComponent(MovingPlatformComponent* parentComponent) {
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m_Position = NiPoint3::ZERO;
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m_ParentComponent = parentComponent;
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m_State = eMovementPlatformState::Stopped | eMovementPlatformState::ReachedDesiredWaypoint;
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m_DesiredWaypointIndex = 0;
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m_InReverse = false;
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m_ShouldStopAtDesiredWaypoint = false;
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m_PercentUntilNextWaypoint = 0.0f;
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m_CurrentWaypointIndex = 0;
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m_NextWaypointIndex = 0;
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m_IdleTimeElapsed = 0.0f;
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}
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void PlatformSubComponent::Update(float deltaTime) {
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if (m_State == 0) return;
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if (m_State & eMovementPlatformState::Travelling) {
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m_MoveTimeElapsed += deltaTime;
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// Only need to recalculate the linear velocity if the speed is changing between waypoints
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// Unfortunately for the poor client, they chose to, instead of change the speed once at the start of the waypoint,
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// the speed is changed over the course of the waypoint. This means we have to recalculate the linear velocity every frame.
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// yay.
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if (GetCurrentWaypoint().movingPlatform.speed != GetNextWaypoint().movingPlatform.speed) {
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UpdateLinearVelocity();
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}
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m_Position += m_LinearVelocity * deltaTime;
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}
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}
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void PlatformSubComponent::UpdateLinearVelocity() {
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m_LinearVelocity = CalculateLinearVelocity();
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}
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void PlatformSubComponent::AdvanceToNextWaypoint() {
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uint32_t numWaypoints = m_Path->pathWaypoints.size();
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m_CurrentWaypointIndex = m_NextWaypointIndex;
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uint32_t nextWaypointIndex = m_CurrentWaypointIndex + 1;
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if (numWaypoints <= nextWaypointIndex) {
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PathBehavior behavior = m_Path->pathBehavior;
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if (behavior == PathBehavior::Once) {
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nextWaypointIndex = m_Path->pathWaypoints.size() - 1;
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} else if (behavior == PathBehavior::Bounce) {
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nextWaypointIndex = m_Path->pathWaypoints.size() - 2;
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m_InReverse = true;
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} else {
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m_NextWaypointIndex = 0;
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}
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}
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m_NextWaypointIndex = nextWaypointIndex;
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UpdateLinearVelocity();
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}
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void PlatformSubComponent::AdvanceToNextReverseWaypoint() {
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uint32_t numWaypoints = m_Path->pathWaypoints.size();
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m_CurrentWaypointIndex = m_NextWaypointIndex;
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int32_t nextWaypointIndex = m_CurrentWaypointIndex - 1;
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if (nextWaypointIndex < 0) {
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PathBehavior behavior = m_Path->pathBehavior;
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if (behavior == PathBehavior::Once) {
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nextWaypointIndex = 0;
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} else if (behavior == PathBehavior::Bounce) {
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nextWaypointIndex = 1;
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m_InReverse = false;
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} else {
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nextWaypointIndex = m_Path->pathWaypoints.size() - 1;
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}
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}
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m_NextWaypointIndex = nextWaypointIndex;
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UpdateLinearVelocity();
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}
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void PlatformSubComponent::SetupPath(const std::string& pathName, uint32_t startingWaypointIndex, bool startsInReverse) {
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m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
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if (!m_Path) {
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Game::logger->Log("MovingPlatformComponent", "Failed to find path (%s)", pathName.c_str());
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return;
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}
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m_InReverse = startsInReverse;
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m_CurrentWaypointIndex = startingWaypointIndex;
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m_TimeBasedMovement = m_Path->movingPlatform.timeBasedMovement;
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}
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const PathWaypoint PlatformSubComponent::GetNextWaypoint() const {
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DluAssert(m_Path != nullptr);
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if (m_NextWaypointIndex >= m_Path->pathWaypoints.size()) return PathWaypoint();
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return m_Path->pathWaypoints.at(m_NextWaypointIndex);
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}
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const PathWaypoint PlatformSubComponent::GetCurrentWaypoint() const {
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DluAssert(m_Path != nullptr);
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if (m_CurrentWaypointIndex >= m_Path->pathWaypoints.size()) return PathWaypoint();
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return m_Path->pathWaypoints.at(m_CurrentWaypointIndex);
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}
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float PlatformSubComponent::CalculateSpeed() const {
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float speed;
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if (m_TimeBasedMovement) {
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float unitizedDirection = 1.0f / (GetNextWaypoint().position - GetCurrentWaypoint().position).Length();
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speed = unitizedDirection / GetCurrentWaypoint().movingPlatform.speed;
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} else {
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speed = (GetNextWaypoint().movingPlatform.speed - GetCurrentWaypoint().movingPlatform.speed) * m_PercentUntilNextWaypoint + GetCurrentWaypoint().movingPlatform.speed;
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}
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return speed;
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}
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NiPoint3 PlatformSubComponent::CalculateLinearVelocity() {
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return (GetNextWaypoint().position - GetCurrentWaypoint().position).Unitize() * CalculateSpeed();
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}
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void PlatformSubComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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outBitStream->Write(bIsInitialUpdate || m_IsDirty);
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if (!(bIsInitialUpdate || m_IsDirty)) return;
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outBitStream->Write(m_State);
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outBitStream->Write(m_DesiredWaypointIndex);
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outBitStream->Write(m_ShouldStopAtDesiredWaypoint);
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outBitStream->Write(m_InReverse);
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outBitStream->Write(m_PercentUntilNextWaypoint);
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outBitStream->Write(m_Position.x);
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outBitStream->Write(m_Position.y);
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outBitStream->Write(m_Position.z);
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outBitStream->Write(m_CurrentWaypointIndex);
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outBitStream->Write(m_NextWaypointIndex);
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outBitStream->Write(m_IdleTimeElapsed);
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outBitStream->Write(m_MoveTimeElapsed);
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if (!bIsInitialUpdate) m_IsDirty = false;
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}
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void PlatformSubComponent::StartPathing() {
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m_State |= eMovementPlatformState::Travelling;
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m_State &= ~eMovementPlatformState::Stopped;
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m_State &= ~eMovementPlatformState::Waiting;
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}
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void PlatformSubComponent::ResumePathing() {
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if (m_State & eMovementPlatformState::Stopped && (m_State & eMovementPlatformState::ReachedDesiredWaypoint) == 0) {
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StartPathing();
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}
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if (m_State & eMovementPlatformState::Travelling == 0) {
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m_State |= eMovementPlatformState::Waiting;
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m_State &= ~eMovementPlatformState::Stopped;
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m_State &= ~eMovementPlatformState::Travelling;
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} else {
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m_State &= eMovementPlatformState::Waiting;
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m_State &= eMovementPlatformState::Travelling;
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m_State &= eMovementPlatformState::Stopped;
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// Set the velocities
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}
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}
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void PlatformSubComponent::StopPathing() {
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m_State |= eMovementPlatformState::Stopped;
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m_State &= ~eMovementPlatformState::Travelling;
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m_State &= ~eMovementPlatformState::Waiting;
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m_LinearVelocity = NiPoint3::ZERO;
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m_AngularVelocity = NiPoint3::ZERO;
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}
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//------------- PlatformSubComponent end --------------
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//------------- MoverPlatformSubComponent begin --------------
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MoverPlatformSubComponent::MoverPlatformSubComponent(MovingPlatformComponent* parentComponent) : PlatformSubComponent(parentComponent) {
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}
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//------------- MoverPlatformSubComponent end --------------
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//------------- RotatorPlatformSubComponent begin --------------
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RotatorPlatformSubComponent::RotatorPlatformSubComponent(MovingPlatformComponent* parentComponent) : PlatformSubComponent(parentComponent) {
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}
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//------------- RotatorPlatformSubComponent end --------------
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//------------- SimpleMoverPlatformSubComponent begin --------------
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void SimpleMoverPlatformSubComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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outBitStream->Write(bIsInitialUpdate || m_DirtyStartingPoint);
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if (bIsInitialUpdate || m_DirtyStartingPoint) {
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outBitStream->Write(m_HasStartingPoint);
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if (m_HasStartingPoint) {
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outBitStream->Write(m_StartingPoint.x);
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outBitStream->Write(m_StartingPoint.y);
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outBitStream->Write(m_StartingPoint.z);
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outBitStream->Write(m_StartingRotation.w);
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outBitStream->Write(m_StartingRotation.x);
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outBitStream->Write(m_StartingRotation.y);
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outBitStream->Write(m_StartingRotation.z);
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}
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if (!bIsInitialUpdate) m_DirtyStartingPoint = false;
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}
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outBitStream->Write(bIsInitialUpdate || m_IsDirty);
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if (bIsInitialUpdate || m_IsDirty) {
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outBitStream->Write(m_State);
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outBitStream->Write(m_CurrentWaypointIndex);
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outBitStream->Write(m_InReverse);
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if (!bIsInitialUpdate) m_IsDirty = false;
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}
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}
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void SimpleMoverPlatformSubComponent::LoadConfigData() {
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if (m_ParentComponent->GetParent()->GetVar<bool>(u"dbonly")) return;
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NiPoint3 platformMove(
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m_ParentComponent->GetParent()->GetVar<float>(u"platformMoveX"),
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m_ParentComponent->GetParent()->GetVar<float>(u"platformMoveY"),
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m_ParentComponent->GetParent()->GetVar<float>(u"platformMoveZ")
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);
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m_PlatformMove = platformMove;
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m_MoveTime = m_ParentComponent->GetParent()->GetVar<float>(u"platformMoveTime");
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m_StartAtEnd = m_ParentComponent->GetParent()->GetVar<bool>(u"platformStartAtEnd");
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}
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void SimpleMoverPlatformSubComponent::LoadDataFromTemplate() {
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if (!m_ParentComponent->GetParent()->GetVar<bool>(u"dbonly")) return;
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auto* movingPlatformTable = CDClientManager::Instance().GetTable<CDMovingPlatformComponentTable>();
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if (movingPlatformTable == nullptr) return;
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const auto& platformEntry = movingPlatformTable->GetPlatformEntry(m_ParentComponent->GetComponentId());
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if (!platformEntry || !platformEntry->platformIsSimpleMover) return;
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NiPoint3 platformMove = platformEntry->platformMove;
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float moveTime = platformEntry->moveTime;
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m_PlatformMove = platformMove;
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m_MoveTime = moveTime;
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}
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SimpleMoverPlatformSubComponent::SimpleMoverPlatformSubComponent(MovingPlatformComponent* parentComponent, const NiPoint3& platformMove, const bool startsInReverse) : PlatformSubComponent(parentComponent) {
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m_PlatformMove = platformMove;
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m_InReverse = startsInReverse;
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m_HasStartingPoint = true;
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m_DirtyStartingPoint = true;
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m_IsDirty = true;
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m_StartingPoint = m_ParentComponent->GetParent()->GetPosition();
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m_StartingRotation = m_ParentComponent->GetParent()->GetRotation();
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}
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//------------- SimpleMoverPlatformSubComponent end --------------
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//------------- MovingPlatformComponent begin --------------
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MovingPlatformComponent::MovingPlatformComponent(Entity* parent, const std::string& pathName) : Component(parent) {
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}
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void MovingPlatformComponent::LoadDataFromTemplate() {
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std::for_each(m_Platforms.begin(), m_Platforms.end(), [](const std::unique_ptr<PlatformSubComponent>& platform) { platform->LoadDataFromTemplate(); });
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}
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void MovingPlatformComponent::LoadConfigData() {
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if (m_Parent->GetVar<bool>(u"platformIsSimpleMover")) {
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AddMovingPlatform<SimpleMoverPlatformSubComponent>(NiPoint3::ZERO, false);
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}
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if (m_Parent->GetVar<bool>(u"platformIsMover")) {
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AddMovingPlatform<MoverPlatformSubComponent>();
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}
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if (m_Parent->GetVar<bool>(u"platformIsRotater")) {
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AddMovingPlatform<RotatorPlatformSubComponent>();
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}
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m_StartingWaypointIndex = m_Parent->GetVar<uint32_t>(u"attached_path_start");
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m_StartsIsInReverse = false;
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m_DirtyPathInfo = true;
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}
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void MovingPlatformComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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// For some reason we need to write this here instead of later on.
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outBitStream->Write(!m_Platforms.empty());
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outBitStream->Write(bIsInitialUpdate || m_DirtyPathInfo);
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if (bIsInitialUpdate || m_DirtyPathInfo) {
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outBitStream->Write(!m_PathName.empty());
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if (!m_PathName.empty()) {
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outBitStream->Write(static_cast<uint16_t>(m_PathName.size()));
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for (const auto& c : m_PathName) {
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outBitStream->Write(static_cast<uint16_t>(c));
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}
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outBitStream->Write(m_StartingWaypointIndex);
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outBitStream->Write(m_StartsIsInReverse);
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}
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if (!bIsInitialUpdate) m_DirtyPathInfo = false;
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}
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if (m_Platforms.empty()) return;
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for (const auto& platform : m_Platforms) {
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outBitStream->Write1(); // Has platform to write
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outBitStream->Write(platform->GetPlatformType());
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platform->Serialize(outBitStream, bIsInitialUpdate);
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}
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outBitStream->Write0(); // No more platforms to write
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}
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void MovingPlatformComponent::OnRebuildInitilized() {
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StopPathing();
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}
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void MovingPlatformComponent::OnCompleteRebuild() {
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if (m_NoAutoStart) return;
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StartPathing();
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}
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void MovingPlatformComponent::SetMovementState(eMovementPlatformState value) {
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// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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// subComponent->mState = value;
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// Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::GotoWaypoint(uint32_t index, bool stopAtWaypoint) {
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// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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// subComponent->mDesiredWaypointIndex = index;
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// subComponent->mNextWaypointIndex = index;
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// subComponent->mShouldStopAtDesiredWaypoint = stopAtWaypoint;
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// StartPathing();
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}
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void MovingPlatformComponent::StartPathing() {
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std::for_each(m_Platforms.begin(), m_Platforms.end(), [](const std::unique_ptr<PlatformSubComponent>& platform) {
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platform->StartPathing();
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});
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// state == Travelling
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// //GameMessages::SendStartPathing(m_Parent);
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// m_PathingStopped = false;
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// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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// subComponent->mShouldStopAtDesiredWaypoint = true;
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// subComponent->mState = eMovementPlatformState::Stationary;
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// NiPoint3 targetPosition;
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// if (m_Path != nullptr) {
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// const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
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// const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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// subComponent->mPosition = currentWaypoint.position;
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// subComponent->mSpeed = currentWaypoint.movingPlatform.speed;
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// subComponent->mWaitTime = currentWaypoint.movingPlatform.wait;
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// targetPosition = nextWaypoint.position;
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// } else {
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// subComponent->mPosition = m_Parent->GetPosition();
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// subComponent->mSpeed = 1.0f;
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// subComponent->mWaitTime = 2.0f;
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// targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
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// }
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// m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
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// SetMovementState(eMovementPlatformState::Moving);
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// });
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// const auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5f;
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// const auto travelNext = subComponent->mWaitTime + travelTime;
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// m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
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// for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
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// script->OnWaypointReached(m_Parent, subComponent->mNextWaypointIndex);
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// }
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// });
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// m_Parent->AddCallbackTimer(travelNext, [this] {
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// ContinuePathing();
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// });
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// //GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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// Game::entityManager->SerializeEntity(m_Parent);
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}
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void MovingPlatformComponent::ContinuePathing() {
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// state == Travelling
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// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
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// subComponent->mState = eMovementPlatformState::Stationary;
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// subComponent->mCurrentWaypointIndex = subComponent->mNextWaypointIndex;
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// NiPoint3 targetPosition;
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// uint32_t pathSize;
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// PathBehavior behavior;
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// if (m_Path != nullptr) {
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// const auto& currentWaypoint = m_Path->pathWaypoints[subComponent->mCurrentWaypointIndex];
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// const auto& nextWaypoint = m_Path->pathWaypoints[subComponent->mNextWaypointIndex];
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// subComponent->mPosition = currentWaypoint.position;
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// subComponent->mSpeed = currentWaypoint.movingPlatform.speed;
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// subComponent->mWaitTime = currentWaypoint.movingPlatform.wait; // + 2;
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// pathSize = m_Path->pathWaypoints.size() - 1;
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// behavior = static_cast<PathBehavior>(m_Path->pathBehavior);
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// targetPosition = nextWaypoint.position;
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// } else {
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// subComponent->mPosition = m_Parent->GetPosition();
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// subComponent->mSpeed = 1.0f;
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// subComponent->mWaitTime = 2.0f;
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// targetPosition = m_Parent->GetPosition() + NiPoint3(0.0f, 10.0f, 0.0f);
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// pathSize = 1;
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// behavior = PathBehavior::Loop;
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// }
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// if (m_Parent->GetLOT() == 9483) {
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// behavior = PathBehavior::Bounce;
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// } else {
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// return;
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// }
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// if (subComponent->mCurrentWaypointIndex >= pathSize) {
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// subComponent->mCurrentWaypointIndex = pathSize;
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// switch (behavior) {
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// case PathBehavior::Once:
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// Game::entityManager->SerializeEntity(m_Parent);
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// return;
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// case PathBehavior::Bounce:
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// subComponent->mInReverse = true;
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// break;
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// case PathBehavior::Loop:
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// subComponent->mNextWaypointIndex = 0;
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// break;
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// default:
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// break;
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// }
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// } else if (subComponent->mCurrentWaypointIndex == 0) {
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// subComponent->mInReverse = false;
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// }
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// if (subComponent->mInReverse) {
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// subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex - 1;
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// } else {
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// subComponent->mNextWaypointIndex = subComponent->mCurrentWaypointIndex + 1;
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// }
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// /*
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// subComponent->mNextWaypointIndex = 0;
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// subComponent->mCurrentWaypointIndex = 1;
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// */
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// //GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
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// if (subComponent->mCurrentWaypointIndex == subComponent->mDesiredWaypointIndex) {
|
|
// // TODO: Send event?
|
|
// StopPathing();
|
|
|
|
// return;
|
|
// }
|
|
|
|
// m_Parent->CancelCallbackTimers();
|
|
|
|
// m_Parent->AddCallbackTimer(subComponent->mWaitTime, [this] {
|
|
// SetMovementState(eMovementPlatformState::Moving);
|
|
// });
|
|
|
|
// auto travelTime = Vector3::Distance(targetPosition, subComponent->mPosition) / subComponent->mSpeed + 1.5;
|
|
|
|
// if (m_Parent->GetLOT() == 9483) {
|
|
// travelTime += 20;
|
|
// }
|
|
|
|
// const auto travelNext = subComponent->mWaitTime + travelTime;
|
|
|
|
// m_Parent->AddCallbackTimer(travelTime, [subComponent, this] {
|
|
// for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
|
|
// script->OnWaypointReached(m_Parent, subComponent->mNextWaypointIndex);
|
|
// }
|
|
// });
|
|
|
|
// m_Parent->AddCallbackTimer(travelNext, [this] {
|
|
// ContinuePathing();
|
|
// });
|
|
|
|
// Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
void MovingPlatformComponent::StopPathing() {
|
|
// state == Stopped
|
|
//m_Parent->CancelCallbackTimers();
|
|
|
|
// auto* subComponent = static_cast<MoverSubComponent*>(m_MoverSubComponent);
|
|
|
|
// m_PathingStopped = true;
|
|
|
|
// subComponent->mState = eMovementPlatformState::Stopped;
|
|
// subComponent->mDesiredWaypointIndex = -1;
|
|
// subComponent->mShouldStopAtDesiredWaypoint = false;
|
|
|
|
// Game::entityManager->SerializeEntity(m_Parent);
|
|
|
|
//GameMessages::SendPlatformResync(m_Parent, UNASSIGNED_SYSTEM_ADDRESS);
|
|
}
|
|
|
|
bool MovingPlatformComponent::GetNoAutoStart() const {
|
|
return false;
|
|
// return m_NoAutoStart;
|
|
}
|
|
|
|
void MovingPlatformComponent::SetNoAutoStart(const bool value) {
|
|
// m_NoAutoStart = value;
|
|
}
|
|
|
|
void MovingPlatformComponent::WarpToWaypoint(size_t index) {
|
|
// const auto& waypoint = m_Path->pathWaypoints[index];
|
|
|
|
// m_Parent->SetPosition(waypoint.position);
|
|
// m_Parent->SetRotation(waypoint.rotation);
|
|
|
|
// Game::entityManager->SerializeEntity(m_Parent);
|
|
}
|
|
|
|
size_t MovingPlatformComponent::GetLastWaypointIndex() const {
|
|
return 0;
|
|
// return m_Path->pathWaypoints.size() - 1;
|
|
}
|
|
|
|
//------------- MovingPlatformComponent end --------------
|